Caretakers Map Routes: The Bunker-Map Route from Task List to Exit Vent
A repeatable Caretakers route verified across multiple rounds: run the bunker map from the round-start task list to each objective with arrow or scanner wayfinding, survive the exit wait, then follow the arrow to the exit vent.
One complete route through Caretakers is backed by repeated gameplay, and it all happens on one named map: the bunker. The loop works like this: the round drops you into the bunker with your personal task list in the top left; you reach each needed objective using the on-screen arrow (it only points at objectives you have already discovered) or scanner gear that highlights every object on the map; you complete each station's interaction; once the last task is done you survive the wait until the exit opens — ideally camped at a slide-through gap right beside the exit, with a door as a second way out — and then you follow the arrow straight to the exit vent. Players ran this exact start-to-vent route across rounds with different task mixes and escaped again and again ("Boom. Escaped. Hey, two escapes." → "Three escapes").
Be clear about what this page promises: it is one demonstrated, repeatable route on the bunker map, not a room-by-room script. Caretakers gameplay footage names no other map, and no source orders the bunker's rooms into a fixed landmark chain — the route is guidance-driven, leaning on the arrow and scanner instead of memorized station positions.
A complete round of that route, from reading the task list to following the arrow out of the exit vent:
The one confirmed map: the bunker
The round space is named in-game — a player picks it and says, "Well, let's go in the bunker map" — and every round in the available footage runs there. Between rounds you wait in a lobby with two fixed, nameable landmarks ("We got shop here", "We got an arcade here"), and the lobby board advertises the round task types: repair the broadcast, find the tapes, repair the generator. Inside the bunker itself, no in-game room labels are documented; landmarks are recognizable by type instead — terminals, valves and pressure stations, breakers, gas tanks, safes, documents, broadcast stations, cameras, lockers, and slide-through crawl gaps ("You can go under there", "Slide under here").
Step 1: your starting landmark is the task list
Round start, top left: your own task list. One player checked it immediately — "are they group tasks in the top left or is that like a me task?" — and the round structure answers him: escaping is gated on finishing your own list ("so everyone has to do their tasks before you escape?"; "I couldn't escape because you wanted me to finish my dumb task"). So the route always begins the same way: read the list, then work it item by item.
Each round draws a different task mix. Observed mixes include hack terminals / turn valves / stabilize pressure, a find-four-tapes round with no generators ("Oh, we don't got to do generators"), a gas-leak round, an unlock-safes-and-collect-documents round, broadcast repair, and breaker fetches under a countdown. You cannot memorize one order — you navigate to whatever your list demands.
Step 2: wayfind with the arrow or the scanner
Two tools carry every leg of the route:
- The objective arrow points toward objectives you have already discovered. It went silent for a terminal a player had never seen ("The arrow's not telling me this time because I probably haven't seen it yet"), and once the last task was done it led straight to the escape ("Now I got to escape. This way. This way.").
- Scanner gear is the discovery tool: it "Scans all objects on the map and highlights them all." It revealed a needed broadcast station ("Genuinely where though? Right. I want to try this scanner. Boom. Oh, it was right here"), and when a player asked it to highlight the remaining targets, one registered "Overside the map" and he ran it down. See the gear list for how equipment like this fits your loadout.
Don't expect one exact spot per task. Broadcast stations are scattered and forgiving — "There's a bunch of them around the place and you just need to do like one or two... There's not an exact location for every single one" — and one player died still hunting a second valve ("I don't know where the other valve was. If it's random. I don't know if it's random"). That is precisely why the route leans on the scanner rather than memorized positions.
What you do at each station
| Task-list entry | How players found it | What you do there |
|---|---|---|
| Hack terminals | Arrow once you've seen one; scanner otherwise | "Click and hold to hack" until it completes |
| Stabilize pressure / turn valves | Arrow or scanner | Stabilize pressure — "We do that to two things" — and turn the valves |
| Repair the broadcast | Scanner revealed the station "right here" | Repair it; one or two of the scattered set is enough |
| Gas leak (shut off tanks) | Scanner highlighted the remaining tank across the map | "Shut off" each gas tank — one round required two |
| Unlock safes | Search the rooms; safes are scattered | Key in that round's code (7213 in one round, 4951 in another) and collect the safe |
| Collect documents | Room search ("Documents in here") | Gather the documents |
| Find the tapes | No reliable wayfinding documented | Collect all four in tapes rounds |
| Connect breakers | Sweep the rooms ("There's a breaker over here") | Connect each one until none are left |
| Repair the generator | Listed on the lobby board as a round type | Repair it — a teammate's finished repair already counts |
For what each interaction involves in detail, the objectives guide is the reference. Repeat the find-then-finish cycle until your list is empty.
Step 3: survive the wait between the last task and the open exit
Finishing your tasks unlocks the exit but does not open it instantly — the two states are distinct. Players announce the unlock ("All my tasks are done."; "Our exit is going to open.") and then hold on: "Now I got to wait until the exit opens. See, I got to survive now." Even a fast clear had to wait — "the exit still wasn't open for a while." Build this window into your route.
Choose your holding spot before you need it. The demonstrated pick is a slide-through gap right next to the exit that also has a door: "This is the perfect spot right by the exit. You've got a door and you've also got an escape route." The tactic is to camp at the gap — "if you hear him, then you can just do like a little whoop and go through" — while watching the noise meter ("Look in the bottom left when I walk. There's like a little noise thing"). Bon, the fast entity hunting the bunker (more in the Bon guide), can open doors, and players disagree on how much they slow him: one called doors "literally useless," another insists closing them "does slow them down," and one group watched him go straight through immediately. Treat the door as your second exit, not a wall — lockers ("he was outside my locker") and slide gaps are the backups.
Step 4: the final leg — arrow to the exit vent
The moment the exit opens, the arrow does the navigating: "Now I got to escape. This way. This way." — "I didn't know that arrow took me to the goal." The endpoint is the exit vent, and it is easy to miss in a panic ("I couldn't see where the exit the vent was"); one group made straight for "the exit to the right." Success is unmistakable: "Boom. Escaped." — your escape count ticks up, and a "Most escapes" leaderboard tracks it. The generic win conditions behind this finish live on the how to escape page; here you simply follow the arrow.
Route limits and map changes
Three honest limits shape this route:
- No fixed landmark order exists. Even the game's most successful player in this footage framed it that way: "the more you know the map, the easier it'll be. Right now, I don't fully know the map" — and later, "I need to learn this whole map." Learn the arrow and scanner, not a room chain.
- Only the bunker map is documented. No second map or map-selection screen appears in the available footage; that absence is not proof other maps don't exist, but no directions for them can be given.
- Some numbers are unknown. Exit-vent placement between rounds, exactly how long the exit-open wait lasts, and scanner gear cost are not documented — don't assume the vent spawns in the same spot every round.
This route was recorded near the game's release, so after map updates reverify the paths, locked doors and objective spawn variations — check the updates page for what has changed.
Related Guides
Objectives Guide: Verified Tasks
A task-by-task reference to verified Survival Mode objectives, each task's required action, its completion cue, and why task mixes change between rounds.
How to Escape a Round
Complete your assigned tasks, survive the countdown, then follow the on-screen arrow to the opened exit and move through it.
Survival Tips That Actually Work
Recorded chases show which survival responses work — locker hides, the entity mask, vent slides, doors and teammate revives — and when each one fails.
